this is incredibly funny (it would be less funny if i had to live there though)
breaking the law by importing a twenty dollar tp-link
https://fed.brid.gy/r/https://bsky.app/profile/did:plc:yuup2vqg3cibjwhdw2ajq36g/post/3mhqya4pffc2b

James everything is analog (@analogist.net)
This is? Somehow? Not a huge joke???
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Bluesky SocialOy! @zeux talks about meshoptimizer on wookash podcast! https://www.youtube.com/watch?v=KtxiuFe83Hg
Great run down of all the topics there.

Optimizing Geometry for the GPU | Zeux
YouTubeA lucky few got their hands on a Net Yaroze during the PS1 era but (at least among the people I knew) that was rarer than a white elephant and still relatively expensive; I also don't remember there being much of an online community around it. I guess the lesson is that the black market always wins when it comes to accessibility. The Dreamcast also ended up with an early homebrew scene on account of the Utopia Boot Disc being a software-only DRM hack.
RE: https://social.treehouse.systems/@endrift/116266194667097984
GBA was really special for homebrew development. I imported an Everdrive flash cart from Hong Kong (I might have used the Everdrive for more than just homebrew). The other enabler (especially before GBA emulators were around) is that the ARM7TDMI processor was a very C-friendly target and it was easy to do API-level emulation of your game's platform abstraction layer so you could compile and run the game on PC.
For any short enough word, there's an almost 100% chance it has a funny or obscene meaning in some real-world language.
My favorite weird physical scaling limit in computing is that you can't tile a 3D networked grid of computers indefinitely because you eventually create a black hole:
https://en.wikipedia.org/wiki/Schwarzschild_radius#Calculating_the_maximum_volume_and_radius_possible_given_a_density_before_a_black_hole_forms. Whereas you can in theory tile the computers in a 2D network indefinitely (edit: nevermind, you have this problem in 2D too, so you need 1D tiling).

Schwarzschild radius - Wikipedia
One of my favorite features of the Baochip-1x is the BIO. It's an I/O coprocessor that is based on the PicoRV32, with custom register extensions to allow direct access to GPIOs from the ISA.
Read more about the BIO at this blog post: https://www.bunniestudios.com/blog/2026/bio-the-bao-i-o-coprocessor/ I go in-depth into the architecture and its trade-offs relative to the PIO, and conclude by working through a couple of coding examples.
When I'm doing low-level ABI stuff, I'm reminded that one of the dumbest legacies of C is the way variadic functions piggybacked on the design for implicit function prototypes. It's highly improbable you'd design variadic functions that way otherwise.
My recollection is that people implementing infinite smooth scrolling on the Amiga dealt with the wrap-around issue by replicating the streaming writes so that when you eventually reset the window to the opposite edge the data there is ready as an identical copy. On the NES it's usually assumed you do this via mappers in the carts (so you don't have to replicate the writes but can rely on address mirroring) but were there non-mapper-based smooth scrolling games on NES that replicated writes?
It's funny to put any of this through a translator since both ly and læ turn into 'shelter' so everything just reads like a bad comedy routine: "When do you use 'shelter' and when do you use 'shelter'?"